Welcome all...
As the topic describes this will be a walkthrough of a start to completion of a Nissan 350z.
From this you will learn the following :-
1)-Preparing your project flow
2)-Setting up your project in 3D space
3)-Construction of bodywork.
4)-Bodywork Details, lights, handles etc.
5)-Tweeking
6)-Texturing
7)-Rendering
8)-Completion
The software I will be using (and prefer) is Alias Maya, although others will be able to follow just as easy if using 3D Studio Max, or Lightwave..
and will be using Photoshop for use in texturing.
We will be using "Poly Modeling" for this car instead of my normal Spline based method. Using polys rather than Splines will mean that we will first build a low poly cage, assign all the details that we need then use various tools to make it very smooth and realistic.. this opens up the point that people can then use the low poly mesh for there NFS games if they so desire.
If you dont have any 3D experience then dont feel bad if you cant get on with this tutorial, as working in 3D space does require a lot of patience, dedication and a good eye for detail. however, if you think that you are lost then Im there to help anyone at anytime.
I will try and explain it the best I can and as easy as I can so people with less experience can follow easy enough. (Appolgies to those that already know 3D very well, and im sure you will understand).
Bearing in mind that we are creating from Blueprints as our reference, we will also need to use other sources that are availabe to us and some of your own jugements will be needed.
So hold on to your hats folks...
Good luck. and onto Part 1..
-zak
P.s I will carry out the tutorial and talk in Maya terms,3D Studio users may need to find there own options (they do the same thing) and more or less the names are the same. the screenshots that I will post may also differ from what you have, but as long as your model looks simualr to mine then we are on the same track.
Nissan 350z from start to finish....
Preperation
Ok, First thing we need to do is search Hi and low for as many good pics of the 350z as we can.. hopefully enough so we can look at them from time to time to make sure that we are going in the correct direction..
Here is the site I found so far..
http://www.driversimage.com/p10.shtml
Dont post the ref pics here, keep them to yoruself as that will just confuse the issue..
I will supply the already photoshoped blueprints for use so they can fit straight into your scene.
Google it folks...
Here is the site I found so far..
http://www.driversimage.com/p10.shtml
Dont post the ref pics here, keep them to yoruself as that will just confuse the issue..
I will supply the already photoshoped blueprints for use so they can fit straight into your scene.
Google it folks...
Blueprints.
Ok here are the blueprints that we will be using as our reference.
Save thease locally as you will need them for the next lesson.
Thease are already cropped and ready for use..
Save thease locally as you will need them for the next lesson.
Thease are already cropped and ready for use..
- nightrider
- Drift King

- Posts: 494
- Joined: 06 May 2004, 02:23
Before I Begin, Please can users not post in here as I need to add a lot of images (and due to the limitation of 3 images per post) I will need to post lots of times to get the results needed - if others post it will make things really confusing not just for me, but for anyone who wants to follow this tutorial.
So I Will setup another topic that we can post help & comments, car progression pictures and critiques.
Thanks.
So I Will setup another topic that we can post help & comments, car progression pictures and critiques.
Thanks.
Ok here we go, time to get our hands dirty and start the real thing...
By now I pesume that you have a lot of good 350z car pictures saved or printed out or whatever you prefer..
For this lesson we will lay our foundations for building the base of the car, blueprints will be used to aid our model to follow its curves and to get the correct proportion & detail.
I trust that you have save the above blueprints and saved them to your computer..
I will try and do this tutorial for Maya & Max at the same time..(yikes!)
So...load Maya/max
Max users go here http://www.onnovanbraam.com/index.php?m ... printsetup
Before we start, just a quick breif instruction for those that are totaly new to maya.. In maya the controls are, "alt + left mouse is rotate, alt + rightbutton is zoom alt + middlemouse is pan" take a while to get used to this as this is the most used functions of all....other keys etc I will go into as this tutorial expands.
this is important for this lesson start so you can line things up correctly.
Starting at a fresh scene (dont worry if it all looks alien, soon things will become very clear).
As you can see all you have is a perspectice viewport, your workspace.
If you now click on the four view icon (far left)

Our blueprints will eventually match the refrencing viewports and will all come together in perspective space.
Ok first of all we will need the correct sizes (resoultion) of our blueprint sizes for us to match the genomtry within our 3D program.
I used ACDsee to get this result. but you dont need to do this as we are all following the same steps here.

ok Notice from this, the image sizes at the end of each filename. if the blueprints are accurate then the "side" and the "top" should have the same dimensions in one axes.
So Looking at "side.bmp" this tells us that our first image plane will need to be 783x242
So In maya click on the polygon tab, then choose "polygon plane"

Now you see a square single sided shape has been created, now we need to set the dimensions of this to match our Side blueprint.
On the right side there is a attribute window where we can change settings for the object we just created (If for some reason its not there, then click this icon on the top right)

First of all double click where it says "polyPlane1" (as image shows)

In here we will want to set the dimensions of our plane to the same as the original blueprint imagesize, we can set the subdivisons to 1 (see pic)

As we have all 4 views we can easy setup where we need to place them. - as we are working with the side profile blueprint of the car, then I'd put this in the relevent side viewport, so if you click middle mouse button in that window then it will now be selected, - as you can see we need to rotate the plane so that it fits to that window, so on the attribute window where it says pplane1 (top right) look for rotate X,Y & Z, so enter 90 in both Y & Z..and also make sure that the translations are all 0

now that plane is setup (you may need to zoom in or out within your window to see more clearly, note that you can only zoom in side, top, and left views, but in perspective you can pan and rotate) we need to apply the blueprint texture to it, so on the main menu at the top choose, Window > Rendering Editors > Hypershade..

This is where we will need to load the textures into and apply them to the object, so we will need to create a Lambert surface shader
Click on lambert as show in this pic..

Now double click it, and now a options box should appear as image shows..

Click on the box where marked pink, then choose "file from the next window..
Then click on the pink maker in this image and locate your blueprint image.

Now we have our first image within our hypershade and now its ready to be mapped to our Imageplane.
Open up the Hypershade window again
now where we have our new lambert texture select the polyplane in the 3d window, go back to hypershade and middlemouse button drag the texture onto your polyplane, you can now minimise Hypershade and press "6" in maya for texture view
Notice how the image is upside down, No problem, add 180 to the rotate X and the image should now flip itself.
Should look like this

ok thats our first Plane done, - Now lets label it up first before we continue, - In the hypershade double click on your new created texture, at teh top of the window that opens where it says lambert2 rename it "side" now click on the plane again and then in the attribute window (above the rotate X, Y etc doubleclick polyplane and enter side. (you may need to open the attribute window again, see above for the icon button)
Now we will repeat the same things for the rest....
Create a new polyplane This time create the dimensions for the Front blueprint image. 358x240 as we did earlier, this time set the trasnlations all to 0, and the rotate X to 90, Load hypershade again, regenerate another lambert texture, load and apply Front blueprint texture to the new formed plane.
Do the same for the other 2 planes, following the exact same steps.
If you made sure your Roatations of the planes and dimensions fitted the same dimensions as the images and all your translations are at 0 then you should have somthing looking like this..

just one more thing to do.. choose any window for this command, then choose, Shading > Shade options > Xray, this will make it easier to make the polygons more visabel against the image planes..

Now that we have all our reference mapped onto imageplanes just somthing to bear in mind or else it may cause interference on some vid cards.. choose Window > outliner > and select the back plane and in the attribute window in the Z direction for translation type in 0.142. (this is if you labeld all your parts up correcly if not then you will have to see by visable refrence in your viewport what one is what)
Ok Here you have been introduced to some important parts to maya, we will be using thease time and time again, so you will soon get used to it, note: there is a easier way to do this by simply copying each polyplane and renaming and remapping, but I left this part out so you can familuarise yoruself with the program.
Right well hopefully all is well this far..on with the Next lesson..
Feel free to message me if you have problems.
By now I pesume that you have a lot of good 350z car pictures saved or printed out or whatever you prefer..
For this lesson we will lay our foundations for building the base of the car, blueprints will be used to aid our model to follow its curves and to get the correct proportion & detail.
I trust that you have save the above blueprints and saved them to your computer..
I will try and do this tutorial for Maya & Max at the same time..(yikes!)
So...load Maya/max
Max users go here http://www.onnovanbraam.com/index.php?m ... printsetup
Before we start, just a quick breif instruction for those that are totaly new to maya.. In maya the controls are, "alt + left mouse is rotate, alt + rightbutton is zoom alt + middlemouse is pan" take a while to get used to this as this is the most used functions of all....other keys etc I will go into as this tutorial expands.
this is important for this lesson start so you can line things up correctly.
Starting at a fresh scene (dont worry if it all looks alien, soon things will become very clear).
As you can see all you have is a perspectice viewport, your workspace.
If you now click on the four view icon (far left)

Our blueprints will eventually match the refrencing viewports and will all come together in perspective space.
Ok first of all we will need the correct sizes (resoultion) of our blueprint sizes for us to match the genomtry within our 3D program.
I used ACDsee to get this result. but you dont need to do this as we are all following the same steps here.

ok Notice from this, the image sizes at the end of each filename. if the blueprints are accurate then the "side" and the "top" should have the same dimensions in one axes.
So Looking at "side.bmp" this tells us that our first image plane will need to be 783x242
So In maya click on the polygon tab, then choose "polygon plane"

Now you see a square single sided shape has been created, now we need to set the dimensions of this to match our Side blueprint.
On the right side there is a attribute window where we can change settings for the object we just created (If for some reason its not there, then click this icon on the top right)

First of all double click where it says "polyPlane1" (as image shows)

In here we will want to set the dimensions of our plane to the same as the original blueprint imagesize, we can set the subdivisons to 1 (see pic)

As we have all 4 views we can easy setup where we need to place them. - as we are working with the side profile blueprint of the car, then I'd put this in the relevent side viewport, so if you click middle mouse button in that window then it will now be selected, - as you can see we need to rotate the plane so that it fits to that window, so on the attribute window where it says pplane1 (top right) look for rotate X,Y & Z, so enter 90 in both Y & Z..and also make sure that the translations are all 0

now that plane is setup (you may need to zoom in or out within your window to see more clearly, note that you can only zoom in side, top, and left views, but in perspective you can pan and rotate) we need to apply the blueprint texture to it, so on the main menu at the top choose, Window > Rendering Editors > Hypershade..

This is where we will need to load the textures into and apply them to the object, so we will need to create a Lambert surface shader
Click on lambert as show in this pic..

Now double click it, and now a options box should appear as image shows..

Click on the box where marked pink, then choose "file from the next window..
Then click on the pink maker in this image and locate your blueprint image.

Now we have our first image within our hypershade and now its ready to be mapped to our Imageplane.
Open up the Hypershade window again
now where we have our new lambert texture select the polyplane in the 3d window, go back to hypershade and middlemouse button drag the texture onto your polyplane, you can now minimise Hypershade and press "6" in maya for texture view
Notice how the image is upside down, No problem, add 180 to the rotate X and the image should now flip itself.
Should look like this

ok thats our first Plane done, - Now lets label it up first before we continue, - In the hypershade double click on your new created texture, at teh top of the window that opens where it says lambert2 rename it "side" now click on the plane again and then in the attribute window (above the rotate X, Y etc doubleclick polyplane and enter side. (you may need to open the attribute window again, see above for the icon button)
Now we will repeat the same things for the rest....
Create a new polyplane This time create the dimensions for the Front blueprint image. 358x240 as we did earlier, this time set the trasnlations all to 0, and the rotate X to 90, Load hypershade again, regenerate another lambert texture, load and apply Front blueprint texture to the new formed plane.
Do the same for the other 2 planes, following the exact same steps.
If you made sure your Roatations of the planes and dimensions fitted the same dimensions as the images and all your translations are at 0 then you should have somthing looking like this..

just one more thing to do.. choose any window for this command, then choose, Shading > Shade options > Xray, this will make it easier to make the polygons more visabel against the image planes..

Now that we have all our reference mapped onto imageplanes just somthing to bear in mind or else it may cause interference on some vid cards.. choose Window > outliner > and select the back plane and in the attribute window in the Z direction for translation type in 0.142. (this is if you labeld all your parts up correcly if not then you will have to see by visable refrence in your viewport what one is what)
Ok Here you have been introduced to some important parts to maya, we will be using thease time and time again, so you will soon get used to it, note: there is a easier way to do this by simply copying each polyplane and renaming and remapping, but I left this part out so you can familuarise yoruself with the program.
Right well hopefully all is well this far..on with the Next lesson..
Feel free to message me if you have problems.
creating the wheel
Hi all again.. another night, another tutorial.
Ok so here we go again..
lesson 2, the wheel
This will involve modeling the tire, BrakeDiscs, Calipers and the rim itself.
To start with we need to make a cylinder the same radius as the tire in our blueprints.
Do this from the Side view, choose polygon cylinder

You should now have the new shape, go ahead and rename it Tire or a sensible name for yourself.
Using the rotation tools explained earlier in the blueprint setup, roate its axis so that it fits to the wheel image in the Side view of the blueprint.
To do this, select the cylinder, then press "W", this will then show you the transform axis on the Object (by default it always centers the pivit locally to the world and the object, as you can see this "gizmo" has handles that have arrows on them, thease arrows refer to the 3 dimensions of the realitve space, i.e X axis Y axis and Z axis, - By pressing W, this will mean you can freely move your object in your chosen direction or for more detailed movment you can have freeroam by using the small square in the center (but leave that for now).
Ok so we moved it, but the cylinder is still to big.. so we need to scale its size, again using the gizmo just talked about, we can now scale the object to match the wheel in the blueprint.
So by pressing "R" on your keyboard, a new type of Gizmo should now appear, this time showing all axis as before, but this time with Small squares next to them instead of arrows... Ok, by using one of the individual squares and dragging this will scale the object along the chosen axis, but as we need a proportional shape we need to scale it in all 3 axis at the same time..The yellow square in the centre. if you click that and drag you should see the object start to change size.
With what you just learned, scale, rotate and move the selected object to fit the blueprint wheel. Bearing in mind that we will need to bevel it so make it the same radius but make it slightly slimmer in width as shown in this pic.

we will now learn a new set of tools, thease tools are the majority of the whloe entire project, they include, Bevel, extrude, faces, edges, Vertices to name a few...
(A Face is a 4 sided shape called a "polygon" To each face there are 4 sides (edges) and to each edge there are 2 vertices, each of thease componets can be manilipulated to form a desired shape)
Ok In the perspective viewport, Click on the the wheel shape, then on the right attributes doubeclick on the name Polycylinder1 (or your own chosen name) as this will be a higher poly model, lets make the Subdivisons axis of 64 as show in this pic.

Now we have a nice rounded shape, so we now need to go into face mode and select the faces ready for our first extrusion. - Hold down the RIGHT mousebutton, and a small spider chart should be shown.

Choose face mode, now the object has lots of small squares all over each face. this means (if you zoom in closer you can now select each face seperatly and manipulate, move scale etc as your own design dictates. For now we need to select both the front of the wheel and the back end, so from the Front viewport, Drag a marque over the front set of faces (not the ones in the middle as there for the tire tread), now if you see in your perspective viewport you new selected faces have chaged colour, now hold the SHIFT key down and drag a marque over the back side of the tire, both sides should now be highlighted as in this pic..

(Note) In maya if you press keys 4 = wireframe, 5 = shaded, 6=texture shaderd and 7=Lighting (ignore this for now)
Ok now we need to choose extrude as we will be extruding the edges of our tire outwards a bit..(extrude is the one shaded in pink in this image)

Note, Be careful when selecting this tool, as pressing it too many times, will add to your polycount dramaticlly or end up making the model a mess..
If you feel that you have made a mistake then press "Ctrl+Z" (undo)
When you have pressed extrude using the Gizmo along the Z axis (Yellow arrow) drag a small amout.

now we need to shape it a lil bit, so press R for scale, and using the Yellow Box (center) drag by small amount, this has now scaled all the faces inwards slightly just to give them extra curve, - Now press the "G" key (this is for last action used, in our case extrude, or else you can now press the exturde button again) This time we will extrude and scale one more time to get to somthing like this..

Ok Now we wll create the wall of the tire, and then the lip, to do this, Press "G" again this time Dont extrude, just press "R" and then scale to somthing like this...

Keeping the scale gizmo there we now need to scale off center in the Z axis, so use the green axis and drag out, use the top viewport to get a good idea of the amount you need to drag (keeping the curve of the tire), Bear in mind we are creating low profile tyres, so dont make the tire wall too deep.

now we need to create the lip of the tire, press "G" or extude button, then drag out on Z axis again a very small amount, and now press "R" to scale it very slightly, now press "G" again this time no extrude just scale by a small amount.

Now we can select "G" again, no extrude just scale use the z axis and drag so that they both meet in the centre of the wheel as shown in this pic. (try and get the 2 sides to match as close as possible as we will now delete thease faces and join all vertices up together.)

ok now with all those faces still selected, press Del, now what we are left with is the inside of the tire empty but have a lot of floating vertices that we will need to clear up, Rule of thumb alwasy try and be as neat as you can be for less distortion in edges/polys later.
before the next step, its usefull to have realtime information as regards to our model and its a lot easier to work with, - so we can setup a heads up display to tell us our stats.
Choose display > Headsup display, adn turn poly count on, as you can see from this pic, in each window there is now real time stats showin gyou all the relevant info.

Go to the top view, hold right mouse button to bring the spider menu up and this tiem choose "vertex", now Drag a margue around all the center vertices.. at this point our heads up display is telling us that we now have 128 verts selected, now press this button (Merge vertices)

hopefully that should now read 64, if it doesnt, this means the vertices are too far away from each other still, so we need to adjust the amount.. here is what to do....Double click on the merge vertex button, and a attribute window should pop up, - this is telling us that currently maya is set to merge all vertices 0.0001 units away, and our verts are further away than that, - so if we adjust this figure bit by bit untill our vertex heads up reads 64 verts selected..
If you have typed a greater number in then this is what could happen after you clicked apply..

If this does happen, no problem press CTRL + Z and then make your figure less untill you have reached the target
The figure worked for me at 0.07 (but that depens on yours it may differ)
note: before undo will work you must be in a selected window, so press middle mouse in a window Ctrl Z then go back to the parameters. alternitivly you can choose "EDIT > Undo" from the main menu.
Ok our tyre is nearly complete, just a case of smoothing issues to sort out.
Deslect the tyre by holding right mousebutton then choosing the option object mode adn then cliking in a empty part of the workspace.
now if you choose Edit polygons > Normals > where it says soften/harden there is a small square box next to it click on that (as in the pic)

when the next options box apopears for the smoothing amount add 50, select your model and hit apply.

Your tyre this far shoudl look like this....

Save yoru scene
deselect the model, zoom our rotate and enjoy your first tyre, it will come to life later..... next the inside of the rim...
As you get more into this the easier the tools are to remember just take it slow and get used to the flow of how maya works and its toolset (in a new scene of your own)
Happy Moddeling...
Keep it up.
Ok so here we go again..
lesson 2, the wheel
This will involve modeling the tire, BrakeDiscs, Calipers and the rim itself.
To start with we need to make a cylinder the same radius as the tire in our blueprints.
Do this from the Side view, choose polygon cylinder

You should now have the new shape, go ahead and rename it Tire or a sensible name for yourself.
Using the rotation tools explained earlier in the blueprint setup, roate its axis so that it fits to the wheel image in the Side view of the blueprint.
To do this, select the cylinder, then press "W", this will then show you the transform axis on the Object (by default it always centers the pivit locally to the world and the object, as you can see this "gizmo" has handles that have arrows on them, thease arrows refer to the 3 dimensions of the realitve space, i.e X axis Y axis and Z axis, - By pressing W, this will mean you can freely move your object in your chosen direction or for more detailed movment you can have freeroam by using the small square in the center (but leave that for now).
Ok so we moved it, but the cylinder is still to big.. so we need to scale its size, again using the gizmo just talked about, we can now scale the object to match the wheel in the blueprint.
So by pressing "R" on your keyboard, a new type of Gizmo should now appear, this time showing all axis as before, but this time with Small squares next to them instead of arrows... Ok, by using one of the individual squares and dragging this will scale the object along the chosen axis, but as we need a proportional shape we need to scale it in all 3 axis at the same time..The yellow square in the centre. if you click that and drag you should see the object start to change size.
With what you just learned, scale, rotate and move the selected object to fit the blueprint wheel. Bearing in mind that we will need to bevel it so make it the same radius but make it slightly slimmer in width as shown in this pic.

we will now learn a new set of tools, thease tools are the majority of the whloe entire project, they include, Bevel, extrude, faces, edges, Vertices to name a few...
(A Face is a 4 sided shape called a "polygon" To each face there are 4 sides (edges) and to each edge there are 2 vertices, each of thease componets can be manilipulated to form a desired shape)
Ok In the perspective viewport, Click on the the wheel shape, then on the right attributes doubeclick on the name Polycylinder1 (or your own chosen name) as this will be a higher poly model, lets make the Subdivisons axis of 64 as show in this pic.

Now we have a nice rounded shape, so we now need to go into face mode and select the faces ready for our first extrusion. - Hold down the RIGHT mousebutton, and a small spider chart should be shown.

Choose face mode, now the object has lots of small squares all over each face. this means (if you zoom in closer you can now select each face seperatly and manipulate, move scale etc as your own design dictates. For now we need to select both the front of the wheel and the back end, so from the Front viewport, Drag a marque over the front set of faces (not the ones in the middle as there for the tire tread), now if you see in your perspective viewport you new selected faces have chaged colour, now hold the SHIFT key down and drag a marque over the back side of the tire, both sides should now be highlighted as in this pic..

(Note) In maya if you press keys 4 = wireframe, 5 = shaded, 6=texture shaderd and 7=Lighting (ignore this for now)
Ok now we need to choose extrude as we will be extruding the edges of our tire outwards a bit..(extrude is the one shaded in pink in this image)

Note, Be careful when selecting this tool, as pressing it too many times, will add to your polycount dramaticlly or end up making the model a mess..
If you feel that you have made a mistake then press "Ctrl+Z" (undo)
When you have pressed extrude using the Gizmo along the Z axis (Yellow arrow) drag a small amout.

now we need to shape it a lil bit, so press R for scale, and using the Yellow Box (center) drag by small amount, this has now scaled all the faces inwards slightly just to give them extra curve, - Now press the "G" key (this is for last action used, in our case extrude, or else you can now press the exturde button again) This time we will extrude and scale one more time to get to somthing like this..

Ok Now we wll create the wall of the tire, and then the lip, to do this, Press "G" again this time Dont extrude, just press "R" and then scale to somthing like this...

Keeping the scale gizmo there we now need to scale off center in the Z axis, so use the green axis and drag out, use the top viewport to get a good idea of the amount you need to drag (keeping the curve of the tire), Bear in mind we are creating low profile tyres, so dont make the tire wall too deep.

now we need to create the lip of the tire, press "G" or extude button, then drag out on Z axis again a very small amount, and now press "R" to scale it very slightly, now press "G" again this time no extrude just scale by a small amount.

Now we can select "G" again, no extrude just scale use the z axis and drag so that they both meet in the centre of the wheel as shown in this pic. (try and get the 2 sides to match as close as possible as we will now delete thease faces and join all vertices up together.)

ok now with all those faces still selected, press Del, now what we are left with is the inside of the tire empty but have a lot of floating vertices that we will need to clear up, Rule of thumb alwasy try and be as neat as you can be for less distortion in edges/polys later.
before the next step, its usefull to have realtime information as regards to our model and its a lot easier to work with, - so we can setup a heads up display to tell us our stats.
Choose display > Headsup display, adn turn poly count on, as you can see from this pic, in each window there is now real time stats showin gyou all the relevant info.

Go to the top view, hold right mouse button to bring the spider menu up and this tiem choose "vertex", now Drag a margue around all the center vertices.. at this point our heads up display is telling us that we now have 128 verts selected, now press this button (Merge vertices)

hopefully that should now read 64, if it doesnt, this means the vertices are too far away from each other still, so we need to adjust the amount.. here is what to do....Double click on the merge vertex button, and a attribute window should pop up, - this is telling us that currently maya is set to merge all vertices 0.0001 units away, and our verts are further away than that, - so if we adjust this figure bit by bit untill our vertex heads up reads 64 verts selected..
If you have typed a greater number in then this is what could happen after you clicked apply..

If this does happen, no problem press CTRL + Z and then make your figure less untill you have reached the target
The figure worked for me at 0.07 (but that depens on yours it may differ)
note: before undo will work you must be in a selected window, so press middle mouse in a window Ctrl Z then go back to the parameters. alternitivly you can choose "EDIT > Undo" from the main menu.
Ok our tyre is nearly complete, just a case of smoothing issues to sort out.
Deslect the tyre by holding right mousebutton then choosing the option object mode adn then cliking in a empty part of the workspace.
now if you choose Edit polygons > Normals > where it says soften/harden there is a small square box next to it click on that (as in the pic)

when the next options box apopears for the smoothing amount add 50, select your model and hit apply.

Your tyre this far shoudl look like this....

Save yoru scene
deselect the model, zoom our rotate and enjoy your first tyre, it will come to life later..... next the inside of the rim...
As you get more into this the easier the tools are to remember just take it slow and get used to the flow of how maya works and its toolset (in a new scene of your own)
Happy Moddeling...
Keep it up.
the rim
New lesson, Inner rim tutorial.
Following from the last tutorial the wheel, we will now create the inner rim from where the alloy istself will fit into.
We can create this in 2 parts, the inner alloy, and the alloy rim itself we can attach them together later (I always wait untill optimise stage for that), this leaves us options to change easy if we want to..
Anwyay lets make a start..
first Create a Cyclinder, and rotate it and scale it roughly the same size as the inner wheel like in this pic..

Its best to make it slightly smaller and also thinner than the tyre itself as we need to work on extruding edges to difine the shape that we need.
Use the attribute window for the new shape, (double click on your new shape name), rename it <yourname> and change the subdivions axis to 64, this will match the same as the tyre.
Now go into Face mode (Right Buton, spider menu, choose face), and select all of the centre faces..go into wireframe mode (4) to make sure that you havent selected any of the outside faces.
If all ok we can now Press the extrude button, and then directly press "R" for scale, and scale using the center square just enough to give it a lip.

Now press "G" again and this time extrude outwards a small amount (Check in other views to make sure your not going out too far) if so you can scale it later..
Once your scaled out, Press G again for extruding another small amount and this time scale it outwards using the centre box to give a small curve.and then "G" one more time and again pull outwards a tiny amount... a bit like this so far..

As you can see I have gone out a bit too far, its ok I can deal with that in a sec, first of all While all faces are still selected press the DEL key, now yours should look somthing like this....

Just have to tidy this up now and make it match the tyre., so we can deslected the object (Right Mousebutton, Spider menu, and choose object mode), there will be some smoothing issues we can deal with later so ignore those and lets go ahead and scale and position it just right where we want it..
using the scale and move tools (R=scale - W=Move)
now As mentiod yesterday, lets smooth/soften it while we are here, so chose the smoothign option (scroll up in the tutorial to find out how to do it if you cant remember).. but ok here's a hint, Edit polygons > Normals > Soften/Harder and apply that..hopefully yours should look simular to this...

(note, when i smoothed I used a value of 15) you can choose somthing simular or your own preference, play with it untill you are happy, 15=less smoothing so you can see edges more defined more than 15 the smoother the edges become making it more organic looking)
ok now we have to build the rim part itself now...
Lets make yet another cyclinder, and this time make it have 24 sides, scale, rotate and position it roughly center for now, now choose face mode from the spider menu and this time zoom right in close and select a face at a time in pairs all the way round with a 2 face gap inbetween.. like this

NOTE: use shift and click to multiple select faces, and remember to use AlT key to rotate around in perspective view to make it easier to see what your doing)
Ok Once there all selected, press the extrude icon, and use the yellow axis (handle on gizmo) and drag out a small amount (just under half way from the center to the rim.. now on this pic scale the axis show untill there almost straight (leaving a small amount of difference)

Now press G again, and this time extrude all the way to the edge of the rim...and then scale one more time to fan them out a small amount..

ok now we can start to shape the rims, choose vertex from the spider menu (RMB) and this time group select (using shift) all the vertices in this pic.

Now press "W" (move) and move them forward a small amount to get to this shape...

ok now we will concentrate on the center of the wheel, so Choose FACE from the spider menu, and then select all the front face center of the wheel (not the back) and then extrude once outwards, then scale inwards a small amount.. like this....

(note: if you selected too many faces that you dont need, press CTRL and then drag over the faces you want to get rid of)
Ok now press "G" and then "R" for scale, and just scale all the faces down to match the one on the blueprint, then press G again and extrude backwards a small amount and finally scale inwards slighly to create somthing like this...

Now I will just move the rim into a better position, use your own judgement here, I scaled mine slightly bigger where I needed to..here is a pic.

Ok Smooth your wheel..(soften/harden)
Now lets do a quick test to make sure our wheel is going to look good.. SAVE the file at this point before contining as a msitake here could be bad news..
Ok try this..
Go to main menu at top, choose polygons then click on the small square next to smooth. (THIS smooth is not to be confused with poly smothing/soften), this option Subdivides all faces by a set amount, leaving the object high poly and impossible to work with, this is why we build everything in low poly cages, and then use this at render stages.

ok in this box choose the same options as in this pic, select the model and then click apply. Notice the differnce?? here is my pic

ok now Press CTRL +Z to get back to the low poly cage, close the smooth box and lets continue...
Ok lets go to the back of the wheel, select just the back center faces and extrude outwards once, not too far, just as long as the brakedisc cuppling can bolt on ok later..

ok that raps this lesson up for now, next lesson - the brake disc and pads,
Good Luck!
Following from the last tutorial the wheel, we will now create the inner rim from where the alloy istself will fit into.
We can create this in 2 parts, the inner alloy, and the alloy rim itself we can attach them together later (I always wait untill optimise stage for that), this leaves us options to change easy if we want to..
Anwyay lets make a start..
first Create a Cyclinder, and rotate it and scale it roughly the same size as the inner wheel like in this pic..

Its best to make it slightly smaller and also thinner than the tyre itself as we need to work on extruding edges to difine the shape that we need.
Use the attribute window for the new shape, (double click on your new shape name), rename it <yourname> and change the subdivions axis to 64, this will match the same as the tyre.
Now go into Face mode (Right Buton, spider menu, choose face), and select all of the centre faces..go into wireframe mode (4) to make sure that you havent selected any of the outside faces.
If all ok we can now Press the extrude button, and then directly press "R" for scale, and scale using the center square just enough to give it a lip.

Now press "G" again and this time extrude outwards a small amount (Check in other views to make sure your not going out too far) if so you can scale it later..
Once your scaled out, Press G again for extruding another small amount and this time scale it outwards using the centre box to give a small curve.and then "G" one more time and again pull outwards a tiny amount... a bit like this so far..

As you can see I have gone out a bit too far, its ok I can deal with that in a sec, first of all While all faces are still selected press the DEL key, now yours should look somthing like this....

Just have to tidy this up now and make it match the tyre., so we can deslected the object (Right Mousebutton, Spider menu, and choose object mode), there will be some smoothing issues we can deal with later so ignore those and lets go ahead and scale and position it just right where we want it..
using the scale and move tools (R=scale - W=Move)
now As mentiod yesterday, lets smooth/soften it while we are here, so chose the smoothign option (scroll up in the tutorial to find out how to do it if you cant remember).. but ok here's a hint, Edit polygons > Normals > Soften/Harder and apply that..hopefully yours should look simular to this...

(note, when i smoothed I used a value of 15) you can choose somthing simular or your own preference, play with it untill you are happy, 15=less smoothing so you can see edges more defined more than 15 the smoother the edges become making it more organic looking)
ok now we have to build the rim part itself now...
Lets make yet another cyclinder, and this time make it have 24 sides, scale, rotate and position it roughly center for now, now choose face mode from the spider menu and this time zoom right in close and select a face at a time in pairs all the way round with a 2 face gap inbetween.. like this

NOTE: use shift and click to multiple select faces, and remember to use AlT key to rotate around in perspective view to make it easier to see what your doing)
Ok Once there all selected, press the extrude icon, and use the yellow axis (handle on gizmo) and drag out a small amount (just under half way from the center to the rim.. now on this pic scale the axis show untill there almost straight (leaving a small amount of difference)

Now press G again, and this time extrude all the way to the edge of the rim...and then scale one more time to fan them out a small amount..

ok now we can start to shape the rims, choose vertex from the spider menu (RMB) and this time group select (using shift) all the vertices in this pic.

Now press "W" (move) and move them forward a small amount to get to this shape...

ok now we will concentrate on the center of the wheel, so Choose FACE from the spider menu, and then select all the front face center of the wheel (not the back) and then extrude once outwards, then scale inwards a small amount.. like this....

(note: if you selected too many faces that you dont need, press CTRL and then drag over the faces you want to get rid of)
Ok now press "G" and then "R" for scale, and just scale all the faces down to match the one on the blueprint, then press G again and extrude backwards a small amount and finally scale inwards slighly to create somthing like this...

Now I will just move the rim into a better position, use your own judgement here, I scaled mine slightly bigger where I needed to..here is a pic.

Ok Smooth your wheel..(soften/harden)
Now lets do a quick test to make sure our wheel is going to look good.. SAVE the file at this point before contining as a msitake here could be bad news..
Ok try this..
Go to main menu at top, choose polygons then click on the small square next to smooth. (THIS smooth is not to be confused with poly smothing/soften), this option Subdivides all faces by a set amount, leaving the object high poly and impossible to work with, this is why we build everything in low poly cages, and then use this at render stages.

ok in this box choose the same options as in this pic, select the model and then click apply. Notice the differnce?? here is my pic

ok now Press CTRL +Z to get back to the low poly cage, close the smooth box and lets continue...
Ok lets go to the back of the wheel, select just the back center faces and extrude outwards once, not too far, just as long as the brakedisc cuppling can bolt on ok later..

ok that raps this lesson up for now, next lesson - the brake disc and pads,
Good Luck!
